/*
 * Copyright (c) 2010, Google Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of Google Inc. nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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 */

#ifndef Shader_h
#define Shader_h

#include <wtf/Noncopyable.h>
#include <wtf/PassOwnPtr.h>
#include <wtf/text/WTFString.h>

namespace WebCore {

class AffineTransform;
class GraphicsContext3D;
class Color;

class Shader {
    WTF_MAKE_NONCOPYABLE(Shader);
public:
    enum VertexType {
        TwoDimensional,
        LoopBlinnInterior,
        LoopBlinnExterior
    };

    enum FillType {
        SolidFill,
        TextureFill
    };

    // Currently only applies to the Loop-Blinn vertex type.
    enum AntialiasType {
        NotAntialiased,
        Antialiased
    };

protected:
    Shader(GraphicsContext3D*, unsigned program);
    ~Shader();

    static String generateVertex(VertexType, FillType);
    static String generateFragment(VertexType, FillType, AntialiasType);

    static void affineTo3x3(const AffineTransform&, float mat[9]);
    static void affineTo4x4(const AffineTransform&, float mat[16]);
    static unsigned loadShader(GraphicsContext3D*, unsigned type, const String& shaderSource);
    static unsigned loadProgram(GraphicsContext3D*, const String& vertexShaderSource, const String& fragmentShaderSource);

    GraphicsContext3D* m_context;
    unsigned m_program;
};

}

#endif // Shader_h
